A Trauma Support App for Young People: Co-design and Usability Study.

IF 2 Q3 HEALTH CARE SCIENCES & SERVICES JMIR Formative Research Pub Date : 2025-03-18 DOI:10.2196/57789
Maria Thell, Kerstin Edvardsson, Reem Aljeshy, Kalid Ibrahim, Georgina Warner
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Abstract

Background: One of the most common reasons young people with mental health issues, such as posttraumatic stress disorder, do not seek help is stigma, which digital support tools could help address. However, there is a lack of trauma support apps specifically designed for young people. Involving the target group in such projects has been shown to produce more engaging and effective results.

Objective: This study aimed to apply a child rights-based participatory approach to develop a trauma support app with young people.

Methods: Seven young people (aged 14-19 years; 3 males and 4 females) with experiences of trauma were recruited as coresearchers. A child rights-based framework guided the working process. The app was developed through a series of Design Studio workshops and home assignments, using the manualized intervention Teaching Recovery Techniques as the foundation for its content. The coresearchers were trained in research methodology and conducted usability testing with other young people (n=11) using the think-aloud method, the System Usability Scale (SUS), and qualitative follow-up questions.

Results: A functional app prototype was developed using a no-code platform, incorporating various trauma symptom management techniques. These techniques covered psychoeducation, normalization, relaxation, and cognitive shifting, presented in multiple formats, including text, audio, and video. The contributions of the coresearchers to the design can be categorized into 3 areas: mechanics (rules and interactions shaping the app's structure), dynamics (user-visible elements, such as the outcome when pressing a button), and aesthetics (the emotional responses the app aimed to evoke in users during interaction). Beyond influencing basic aesthetics, the coresearchers placed significant emphasis on user experience and the emotional responses the app could evoke. SUS scores ranged from 67.5 to 97.5, with the vast majority exceeding 77.5, indicating good usability. However, usability testing revealed several issues, generally of lower severity. For instance, video content required improvements, such as reducing light flickering in some recordings and adding rewind and subtitle selection options. Notably, the feature for listening to others' stories was removed to minimize emotional burden, shifting the focus to text formats with more context.

Conclusions: Young people who have experienced trauma can actively participate in the cocreation of a mental health intervention, offering valuable insights into the needs and preferences of their peers. Applying a child rights-based framework to their involvement in a research project supported the fulfillment of the Convention on the Rights of the Child Article 12.

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面向年轻人的创伤支持应用:协同设计和可用性研究。
背景:有心理健康问题(如创伤后应激障碍)的年轻人不寻求帮助的最常见原因之一是耻辱,数字支持工具可以帮助解决这一问题。然而,目前缺乏专门为年轻人设计的创伤支持应用程序。让目标群体参与这类项目已证明能产生更有吸引力和更有效的结果。目的:本研究旨在应用基于儿童权利的参与式方法开发青少年创伤支持应用程序。方法:7例青少年(14 ~ 19岁;招募有创伤经历的3男4女作为共同研究对象。以儿童权利为基础的框架指导了工作进程。该应用程序是通过一系列设计工作室研讨会和家庭作业开发的,使用人工干预教学恢复技术作为其内容的基础。共同研究人员接受了研究方法方面的培训,并与其他年轻人(n=11)一起使用有声思考方法、系统可用性量表(SUS)和定性随访问题进行可用性测试。结果:采用无代码平台,结合多种创伤症状管理技术,开发出功能性应用原型。这些技巧包括心理教育、正常化、放松和认知转换,以多种形式呈现,包括文本、音频和视频。共同研究人员对设计的贡献可以分为3个领域:机制(形成应用结构的规则和交互),动态(用户可见的元素,如按下按钮时的结果)和美学(应用旨在在交互过程中唤起用户的情感反应)。除了影响基本的美学之外,共同研究人员还非常重视用户体验和应用程序可能引起的情绪反应。SUS得分从67.5到97.5不等,绝大多数超过77.5,表明可用性良好。然而,可用性测试揭示了几个问题,通常较低的严重性。例如,视频内容需要改进,例如减少某些录音中的灯光闪烁,增加倒带和字幕选择选项。值得注意的是,为了尽量减少情感负担,删除了倾听他人故事的功能,将焦点转移到更有背景的文本格式上。结论:经历过创伤的年轻人可以积极参与共同创造的心理健康干预,为了解同龄人的需求和偏好提供有价值的见解。在他们参与研究项目时采用以儿童权利为基础的框架有助于履行《儿童权利公约》第12条。
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来源期刊
JMIR Formative Research
JMIR Formative Research Medicine-Medicine (miscellaneous)
CiteScore
2.70
自引率
9.10%
发文量
579
审稿时长
12 weeks
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